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Electronic Theatre Special Report: TGS 2005:

Nintendo

            Although it’s currently unmistakably clear that, more than any other hardware developer has ever needed, Nintendo are the company in the most desperate need of provingElectronic Theatre Image themselves once again a dominant force in the games industry. While typically sceptical of the Tokyo Games Show (TGS), Nintendo used the platform to the greatest measure possible.

            Still without presenting themselves on the show floor, the show was officially kicked off by Satoru Iwata’s keynote speech, in which the company decided it was time to bring Nintendo back into the next-gen race – and not a moment too soon. The Revolution was on show in it’s full glory, now minus the “Revolution” tag-line and, low-and-behold, the controller was finally unveiled.

            "The feeling is so natural and real, as soon as players use the controller, their minds will spin with the possibilities of how this will change gaming as we know it today," explains Satoru Iwata, Nintendo president. "This is an extremely exciting innovation - one that will thrill current players and entice new ones."

            Now, I’m sure that from the images on this page, you’ve managed to establish the fact that the controller looks far more like an Apple designed remote control than any conventional videogame control pad. However, this is clearly intentional, as the features on the pad are remarkable to say the least.

            The features of the controller are best explained in brief, so as to let your imagination run wild with the possibilities:

 

  • Remote control-esque design: constructed to appeal to a wide variety of potential players.
  • 3D Pointing: Sensors understand up, down, left, right, forward and backward.
  • Tilt Sensitive: Controller can be rotated or rolled from side-to-side.
  • Buttons Included: Has a trigger on its backside, face buttons, and a D-Pad.
  • Multifunctional: Has an expansion port which can be used with different types of controller peripherals. An Analogue Stick unit with two Trigger Buttons planned for left hand out of the box, a controller “cradle” has also been specified.
  • Wireless: Totally wire-free. Currently there are no details on the max distance, source or power, or otherwise, but from the renditions it’s clear the unit will probably use AA batteries.
  • Rumble Built-in. Included as standard in all the controllers.

"The feeling is so natural and real, as soon as players use the controller, their minds will spin with the possibilities of how this will change gaming as we Electronic Theatre Image know it today," explains Satoru Iwata, Nintendo president. "This is an extremely exciting innovation - one that will thrill current players and entice new ones."

 “Every gamer who plays. Every one who used to play. Even those who have yet to play. Nintendo is your bet.” It’s very easy to see the possibilities of a controller that’s totally motion sensitive and easy to use in “a way never experienced in the history of gaming,” but the biggest question is, of course, how well will the third-party developers receive the controller?

Kev J.

19/09/05

 

Return to the Articles Archive 2005 here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to inquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
Xbox
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PlayStation 2
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GameCube
© Electronic Theatre 2003-2005 - email: kjoyce@electronictheatre.co.uk